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(NSW)Jothki

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Posts posted by (NSW)Jothki

  1. The store is definitely an issue, there's way too much in there that's just an enormous ripoff to spend platinum on compared to how much effort it takes to get them through normal play. Experienced players know what is or isn't worth buying, but new players are at risk of being effectively scammed by the game itself.

  2. I had just finished a successful Murex mission, and was returning to the Flotilla. The moment the Flotilla loaded in, I immediately received a notification that I had picked up an argon crystal.

    I did have a Smeeta Kavat with me at the time. I'm thinking maybe I hit some sort of race condition where the Smeeta ended up pulling out the rare drop from the Flotilla's table, which happened to be argon crystals?

  3. For both the Ogris and the Kuva Ogris, neither the radial damage from the explosion nor the damage over time effect created by the Nightwatch Napalm mod affects crewship reactors. Firing directly at them will deal a tiny amount of damage from the projectile impact itself, but missing even slightly will do absolutely nothing.

    I decided to check whether reactors were completely immune to radial damage in general, but when I fire a Sonicor at them they seem to take damage as normal even though the damage is entirely offloaded to the radial blast. I haven't had a chance to test any other explosion-causing weapons besides the Ogrises, however, so I don't know if the issue is confined to them or if it's broader.

  4. It's not bugged, it just doesn't work like people expect. With the Motion Controls Steer Railjack option on, it kicks the controls into some weird mode that expects you to be holding the controller level. That works sort of fine if you're playing with the Switch docked, but it's terrible for handheld, and probably not what you want anyway.

    Turning the option off doesn't revert to the pre-patch state, it keeps the motion controls but makes them behave in an awesome way, swiveling the aim like we're used to but doing so without moving the Railjack itself. It effectively turns the front gun into another slightly mobile turret.

  5. 6 hours ago, --Brandt-- said:

    Up the focus daily cap. Eidolon shards aren't capped, why can't regular focus gains be at least higher. Uncapped would be a bit much I think but maybe double it compared to what we have now. Granted I'm done with focus now, but the focus pool took way to much time. 

    Give us a way to remove lens. I don't care if it disappears after removing it, Sometimes I just don't want to earn focus on some frames, but I'm not rebuilding and wasting more forma just to get a frame without a lens.

     

    Focus gained definitely can't be uncapped, or it would turn double affinity weekends into living hell for players. Even doubling might be bad enough. As it is, the only way you'll ever get anywhere near the daily focus cap is by actively trying to grind focus.

    Given how huge the pools already are and the mechanics of focus grinding I doubt that removing lenses would ever matter, either. If you don't intend to get a substantial amount of focus out of a particular frame, you just won't.

  6. A good part of the disconnect for me comes from the fact that the murmurs and lich appearances are isolated to their own missions. The lich doesn't feel like any sort of menace, it's just a loot bag that you choose to hunt down at your leisure. The ritualization of the process of murmur farming and stabbing leveling them up doesn't help either, it feels like you're just going through motions to move from lich to lich.

    How about making it so that there are no controlled territories, and no leveling (or maybe a vastly tweaked setup that doesn't heavily punish you for insufficiently planned stabs). Thralls can appear anywhere, and give you murmurs when you kill them. The lich can appear anywhere as well, and when it does, it takes all of the loot from that particular mission. When a lich appears, there's no penalty for taking a potshot at it with whatever parazon mods you have equipped, meaning that even if you don't know anything you can still start figuring out the first mod you need more organically.

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  7. After noticing that I've never gotten a crash twice in a play session, I've started closing the game when I'm done rather than leaving it suspended. The crashes seem to have disappeared completely for me now. I'm guessing that the forced log out that's handled when the game resumes must be putting it into an unstable state somehow.

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